Improvements on the Assasin
phoenixtech
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Originally Posted by Phades
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Originally Posted by Phades
Requiring monk assistance 24/7 is a build weakness, not a strength.
Which you said yourself does not help the situation. with the following. Care to explain to me how you extrapolate my statement of "Relying on your teammates IS part of the game" into requiring monk assistance 24/7. Better yet, care to explain to me how your statement has ANYTHING to do with the topic of discussion, which, ONCE AGAIN, is how having armor mods such as +15 while enchanted, while in stance is inferior to +15 vs blunt and 20% less blind duration. Phades
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Originally Posted by lord_shar
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Quote: Originally Posted by lord_shar The above is largely incorrect. Warriors can tank L28 mobs when backed by proper healing. Assassins die in mere seconds when they enter melee with the L28+ end game mobs, even when supported by multiple healers. Healing and protting 1 target is easier than healing multiple targets. This is what you are observing.
Quote: Originally Posted by lord_shar GW is both PvP and PvE, with PvP players being the minority. ANET generally does a good job at balancing the two playing segments, but this is not the present case with the new assassin class. ANET cannot sacrifice PvE assassin class balancing just for the benefit of the PvP minority. A compromise is required. By volume, the lv28 content is the minority here.
Quote: Originally Posted by lord_shar 1) An increase in armor levels, even if less than 80AL (warrior gladiator default) will improve assassin melee and elemental damage mitigation, thereby improving odds of survival and healing requirements. So, creating a AL 95 assassin against all sources is the solution? This infringes on the basic bonus that rangers have to only elemental damage and approaches warrior univeral AL.
Quote: Originally Posted by lord_shar 2) An improvement of Shadow Refuge will allow assassins to self heal more efficiently, thereby reducing pressure (and rage-quitting probabilities) of PUG healer monks People prone to rage quitting will find other reasons for it. Typically ive found them to be sub-par players anyway.
Quote: Originally Posted by lord_shar The above is a good example of FUD (fear, uncertainty, doubt). ANET has already proven itself very quick at correcting new exploits -- look at how fast they removed 40% enchant SoA axes and ranger spirit spam. They are more than capable of putting emergency changes on the fast-track if necessary. Ranger spirit spam was not what id call a fast fix. It was faster than the adjustment to other things like ether renewal though.
Quote: Originally Posted by lord_shar ANET can also change the linked attribute of shadow refuge from shadow magic to critical strikes (parhaps renaming it "critical refuge"), thereby removing that potential abuse. Quick and simple -- no FUD required. Personally i wouldnt want to see total dependancy on one attribute line, but having good attribute lines is also an issue. Assassins are essentially at that point of total dependancy though.
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There is such a thing as cross class balance. If one skill or style of skill becomes more favorable to use in all situations, it doesnt matter what primary is taking advantage of it. As for the Shadow refuge specifically, its a smaller issue when comparing it to troll ungent due to the comparable effects of healing over time. Given the nature of teleportation, that style of healing has some benefit to creating a more natural distribution for uptime. Unfortunatly it will not save the character from spike style damage. Buffing it up more duration wise, would have negative effects considering when the heal would most likely be needed and potentially render troll ungent obscelete. Upping the heal after time signifigantly enough to create the feel of "temporary hitpoints", like endure pain would potentially render healing signet obscelete. Its really in a tough postition given its current effect.
Originally Posted by lord_shar
The above depends on the PvE mission. I see mesmers most welcomed in Boreas Seabed, where interrupting the kraken's jade spell is high priority.
Id add thirsty river to that as well, but 2 missions out of all of pve is hardly a catch all situation. Interupt rangers ive seen taken before dom mesmers at boreas though.
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How so? GW's skill sets are not trade-marked to any one class. ANET does its best to set certain guide lines, but playability still has to be maintained, and that is currently lacking in high end assassin PvE.
That 75AL to 90AL improvement won't apply until the assassin actually starts attacking. It is not the stable and consistent armor level you portray it to be, even with teleportation present. Warriors get a solid 96AL+ and damage absorbtion, so their tanking roles are quite secure. The assassin's total armor doesn't even come close. EDIT: As mentioned in my last edit above, 75 base AL, +10AL while attacking will probably be the best compromise, increasing assassin base armor for more damage mitigation, without changing the maximum armor levels possible. Quote: People prone to rage quitting will find other reasons for it. Typically ive found them to be sub-par players anyway.
This is probably true, but that doesn't address why the bulk of end-game PvE assassins can't find groups, especially in elite mission zones.
How so? GW's skill sets are not trade-marked to any one class. ANET does its best to set certain guide lines, but playability still has to be maintained, and that is currently lacking in high end assassin PvE.Quote:
The end missions, a few select quests, and a small selection of end game farming areas does not constitute the bulk of the game content. People may or may not use it, but to try and state otherwise is kinda silly, especially when your position would have a effect on the rest of the game. Assuming that assassin's AL is arguably fine at anything lv24 or lower, then this would be a buff in the wrong palce to fix a pve use issue specifically. The use issue occurs throughout pve, but is not as obvious until you get to the very end areas where the AL just doesnt stand up well at all.
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Quote: Originally Posted by lord_shar This is probably true, but that doesn't address why the bulk of end-game PvE assassins can't find groups, especially in elite mission zones. I do not see people going on campaigns to advertise why mesmers would be a good choice in hunting named factions bosses, or that "utility" elementalists are useful in pve, or that necros have many other useful builds aside from SS and minion master setups. Even if changes are made, it will be difficult to sway publics' mind one way or the other.
Quote: Originally Posted by lord_shar It sounds like you're asking for the scope of impact GW will undergo when a +5AL base class armor bonus and mildly improved self-healing is introduced. The answer: 12.5% more damage mitigation and improved assassin healing rate. Yes, there will be impact downstream, and it is FULLY intentional. Any unforseen complications can be addressed while in Q/A. If the change creates too many negative issues which outweigh its benefits, then the changes can always be backed out, but you'll never know until you implement the change at least once, preferable in a Q/A test environment. If the results are promising in Q/A, then the new patch will be rolled out into production. It's that simple. Personally i hate the patch, then wait and see method myself opposed to the internal playtesting setup. People want to make their money as soon as they can though. Fortunatly, the game doesnt crash or skillsets do not just stop working bugs as seen from other game companies.
Personally i think the best example of the Q/A gone wrong, would have been the initial modifications to the prot line skills such as the changes to the skill refresh times. This is where they added 1s to no refresh time skills like draw conditions, but in the end it was merely a .25s "nerf" if the skill was used alone and had no penalty when alternated with another skill, which suggested that they didnt understand how their own game worked as ensign put it at the time. Later they changed heal party in a similar fashion, but skipped the 1s and went to 2s. Quote: Originally Posted by Ensign I believe that is the entire point of teleportation. Its to skip the times between when you are attacking and when you are not that the warrior (normally)does not have the same luxury and is typically forced to walk up to the target and needs to survive in order to get there. Alternativly, if you choose to not teleport to the target, dark escape halves the damage on your approach to the target, but you would still be required to teleport away if you have been threatened with a signifigant amount of damage, snared, or otherwise incapacitated. Teleportation skills for the sake of running Nightstalker armor seriously depletes what little energy the assassin already has. Sure, the assassin can go Nightstalkers + Teleportation, but they have less energy upon arrival to pull off any high cost dagger combinations. Teleportation is a unique assassin ability, but they currently have very high casting costs and ridiculously long recharge rates. Then there is agro-management upon arrival.
There should be more armor choices, not less, to allow for creativity beyond Nightstalkers + Teleportation. No specific armor and skill combination should be "required" for any given class.
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I do believe in tradeoffs, but buffing the baseline armor would efficivly make the nerf to golden phoenix strike pointless. I was always used to having the assassin energy starved to begin with, so its probably just a difference in experiences. I normally find myself running with zealous, +e, +def weapon combination more often than vampiric, +damage, (any other mod) combination. Other things like critical eye typically always have a spot on the bar for me as well, which makes some skills gain energy if they crit when used like horns of the ox for example. Quote:
Originally Posted by lord_shar
There should be more armor choices, not less, to allow for creativity beyond Nightstalkers + Teleportation. No specific armor and skill combination should be "required" for any given class.
So, warriors shouldn't be required to use knights boots, gladiators armor, and shields because its the most effective way to run the character? A different example would be an ele being forced to bring ether prodigy. A ranger or assassin having different minimum investments in their primary attributes etc. This sounds strikingly similar to comments made by another individaul in the thread. Quote:
The trade-offs are still there, but they just won't be as pronouced at +10AL instead of +15. The other option is to leave them at 75 armor, +15AL conditional, but I remember you opposed this due to PvP implications and matching of warrior base armor.
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Originally Posted by Phades
| So, warriors shouldn't be required to use knights boots, gladiators armor, and shields because its the most effective way to run the character? This sounds strikingly similar to comments made by another individaul in the thread.
Certain armor combinations will always have more advantages than others, which goes without saying. However, Nightstalkers + Teleport should not be the only option available towards getting the condition +AL boost. I wouldn't mind seeing a +AL while not attacking (opposite of nightstalkers) or 80/85AL assassin base armor, -10AL/-15AL while attacking. This would reward the "surgical strike" assassin hit/run model, since the armor penalty occurs at the point of engagement, thus forcing the assassin to choose attack opportunities carefully while punishing bad decisions. Just more suggestions... Quote:
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